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Messages - squidgetx

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1696
TI Z80 / Re: Axe Cuberunner
« on: September 25, 2010, 12:58:41 pm »
@DJ:

Theoretically, i could increase the smoothness by increasing the depth scalar again (it is currently 9x the original lol) I don't know about blurryness. i'll check it out.

1697
TI Z80 / Re: Axe Cuberunner
« on: September 24, 2010, 08:22:07 pm »
Kindermoumoute: do you mean, like having a set number of lives (instead of just dying instantly)?

I might look into that, but i'm not too sure...of course, with Axe it wouldn't be to hard to implement, but also in the original cuberunner there isn't anything like that. I'll think about it.

next up: mixed gray/black cubes, and acceleration/deceleration when moving

1698
TI Z80 / Re: Axe Cuberunner
« on: September 24, 2010, 03:56:37 pm »
new update

depth scalar has been tripled again.
max depth has been raised from 10 to 15
there are now 3 blocks per row instead of 1

One screenie is the current dev version
The other is showing the beta release game that has been slowed down to make it playable. (8xp is CR01)

1699
Miscellaneous / Re: Facebook
« on: September 23, 2010, 08:30:15 pm »
well i have never been there...and from what i've heard about it...i don't ever want to lol

1700
TI Z80 / Re: Axe Cuberunner
« on: September 23, 2010, 08:29:25 pm »
major update:
-the depth field has tripled, making animation smoother and the 'cubes' more spread out.
-movement engine has been fixed.
-collision detection yay
-scoring
-i'm working on the non-randomly generated parts right now (like at the beginning and after you pass a "level")
the calc keeps crashing so hopefully I will get that ironed out.
-the game still needs a pause 100 to keep it remotely playable :)

No screenie right now because I'm just sitting here typing this update because I'm bored and waiting for 30 rock to start in about 2 minutes. maybe sometime tomorrow in the afternoon.

1701
Miscellaneous / Re: Facebook
« on: September 23, 2010, 08:23:27 pm »
Really....4chan? awesome. and what were you doing there on the /b/ board..... lol j/k

1702
Miscellaneous / Re: Vasectomy Tomorrow
« on: September 23, 2010, 08:20:40 pm »
wow....random....

and lol i hope it goes well!

1703
Miscellaneous / Facebook
« on: September 23, 2010, 07:32:05 pm »
So apparently it got DDoS'd today.
My initial reaction: LOL

Anyone know any details?

1704
standardized tests are awesome stuff

1705
TI Z80 / Re: Axe Cuberunner
« on: September 23, 2010, 03:53:59 pm »
^oh yeah, that will be fixed. i'm going to be inflating the depth variable a bit later when I get the chance to work on it

1706
Other Calculators / Re: NEED HELP- cant send files from/to my calc!!!!
« on: September 23, 2010, 03:45:08 pm »
ugh. well, you can try restarting comp/reattaching calc, or reinstalling ticonnect, or tilp.

personally ticonnect usually works for me, so as not to the point where i have needed to start using tilp.

but yeah, tilp is said to be 9000 times better :P

1707
Other Calculators / Re: NEED HELP- cant send files from/to my calc!!!!
« on: September 23, 2010, 03:39:52 pm »
good luck :) :P

1708
Other Calculators / Re: NEED HELP- cant send files from/to my calc!!!!
« on: September 23, 2010, 03:35:56 pm »
okay nevermind then.

if it's easy for you to reinstall ticonnect, i would try that.

or also, if that's easy, you might want to try installing TiLP if you can (it is an alternate linking program)
http://lpg.ticalc.org/prj_tilp/win32.html

1709
Other Calculators / Re: NEED HELP- cant send files from/to my calc!!!!
« on: September 23, 2010, 03:31:03 pm »
your pic isn't loading properly :(

ok. um....ti connect is really annoying sometimes.
mine is always acting up: here are some things you can try.

try all the different usb ports. mine only works on a specific one.

win7/vista or xp?
if you have 7/vista make sure you have ticonnect 1.6.1 (you can get it from ti's website)

reinstall ti connect


1710
TI Z80 / Re: Axe Cuberunner
« on: September 23, 2010, 03:19:57 pm »
Yes, it is currently much faster than the real version. This is because currently I'm only drawing the front of the cubes (with line( ) and also there is zero collision detection. Also there is only one cube per depth measurement, which will change later.

If you look carefully, the movement engine is a little messed up. What is happening is that I am rotating the camera to match the position of the ship's view. Meaning that you actually aren't moving at all. So I have to rework that part a bit.

Today I started experimenting with scaled sprites over legitimate 3d math. It runs a whole lot faster (like...a LOT) and even looks more 3d than before. The only problem would be that when I decide to draw the cubes' sides and tops it would be kind of weird (although I think i know how I could firgure that out...maybe.)

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